Paladin Abilities
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Detect evil at up to 60' distance, as often as desired, but only when the paladin is concentrating on determining the presence of evil and seeking to detect it in the right general direction.
Make all saving throws at +2 on the dice.
Immunity to all forms of disease.
The ability to 'lay on hands', either on others, or on his or her own person, to cure wounds; this heals 2 hit points of damage per level of experience the paladin has attained, but laying on hands can be performed but once per day. (Heal 10 HP)
The ability to cure disease of any sort; this can be done once per week for each five levels of experience the paladin has attained (Cure 1 disease per week)
The continuing emanation of a protection from evil in a 1' radius around the paladin.
[The protection encircles the recipient at a one foot distance, thus preventing bodily contact by creatures of an enchanted or conjured nature such as aerial servants, demons, devils, djinn efreet, elementals, imps, invisible stalkers, night hags, quasits, salamanders, water weirds, wind walkers, and xorn. Summoned animals or monsters are similarly hedged from the protected creature. Furthermore, any and all attacks launched by evil creatures incur a penalty of -2 from dice rolls â€to hit†the protected creature, and any saving throws caused by such attacks are made at +2 on the protected creature‘s dice.]
Turn undead like a 3rd level cleric.
( 4) Skeleton
( 7) Zombie
(10) Ghoul
(13) Shadow
(16) Wight
(19) Ghast
(20) Wraith
(--) Mummy
(--) Spectre
(--) Vampire
(--) Ghost
(--) Lich
May call for Paladin warhorse: intelligent heavy warhorse, with 5 +5 hit dice (5d8 plus 5 hit points), AC 5, and the speed of a medium warhorse (18'); it will magically oppear, but only one such animal is available every ten years. (Not called yet.)
Cleric Spells starting at Level 9. |
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